/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

FLIPPER

==============================================================================
*/

#include "g_local.h"
#include "m_flipper.h"


static int  sound_chomp;
static int  sound_attack;
static int  sound_pain1;
static int  sound_pain2;
static int  sound_death;
static int  sound_idle;
static int  sound_search;
static int  sound_sight;


void flipper_stand(edict_t *self);

mframe_t flipper_frames_stand [] = {
    { ai_stand, 0, NULL }
};

mmove_t flipper_move_stand = {FRAME_flphor01, FRAME_flphor01, flipper_frames_stand, NULL};

void flipper_stand(edict_t *self)
{
    self->monsterinfo.currentmove = &flipper_move_stand;
}

#define FLIPPER_RUN_SPEED   24

mframe_t flipper_frames_run [] = {
    { ai_run, FLIPPER_RUN_SPEED, NULL },    // 6
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },    // 10

    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },    // 20

    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL },
    { ai_run, FLIPPER_RUN_SPEED, NULL }     // 29
};
mmove_t flipper_move_run_loop = {FRAME_flpver06, FRAME_flpver29, flipper_frames_run, NULL};

void flipper_run_loop(edict_t *self)
{
    self->monsterinfo.currentmove = &flipper_move_run_loop;
}

mframe_t flipper_frames_run_start [] = {
    { ai_run, 8, NULL },
    { ai_run, 8, NULL },
    { ai_run, 8, NULL },
    { ai_run, 8, NULL },
    { ai_run, 8, NULL },
    { ai_run, 8, NULL }
};
mmove_t flipper_move_run_start = {FRAME_flpver01, FRAME_flpver06, flipper_frames_run_start, flipper_run_loop};

void flipper_run(edict_t *self)
{
    self->monsterinfo.currentmove = &flipper_move_run_start;
}

/* Standard Swimming */
mframe_t flipper_frames_walk [] = {
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, NULL }
};
mmove_t flipper_move_walk = {FRAME_flphor01, FRAME_flphor24, flipper_frames_walk, NULL};

void flipper_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &flipper_move_walk;
}

mframe_t flipper_frames_start_run [] = {
    { ai_run, 8, NULL },
    { ai_run, 8, NULL },
    { ai_run, 8, NULL },
    { ai_run, 8, NULL },
    { ai_run, 8, flipper_run }
};
mmove_t flipper_move_start_run = {FRAME_flphor01, FRAME_flphor05, flipper_frames_start_run, NULL};

void flipper_start_run(edict_t *self)
{
    self->monsterinfo.currentmove = &flipper_move_start_run;
}

mframe_t flipper_frames_pain2 [] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
mmove_t flipper_move_pain2 = {FRAME_flppn101, FRAME_flppn105, flipper_frames_pain2, flipper_run};

mframe_t flipper_frames_pain1 [] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
mmove_t flipper_move_pain1 = {FRAME_flppn201, FRAME_flppn205, flipper_frames_pain1, flipper_run};

void flipper_bite(edict_t *self)
{
    vec3_t  aim;

    VectorSet(aim, MELEE_DISTANCE, 0, 0);
    fire_hit(self, aim, 5, 0);
}

void flipper_preattack(edict_t *self)
{
    gi.sound(self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0);
}

mframe_t flipper_frames_attack [] = {
    { ai_charge, 0,   flipper_preattack },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   flipper_bite },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   flipper_bite },
    { ai_charge, 0,   NULL }
};
mmove_t flipper_move_attack = {FRAME_flpbit01, FRAME_flpbit20, flipper_frames_attack, flipper_run};

void flipper_melee(edict_t *self)
{
    self->monsterinfo.currentmove = &flipper_move_attack;
}

void flipper_pain(edict_t *self, edict_t *other, float kick, int damage)
{
    int     n;

    if (self->health < (self->max_health / 2))
        self->s.skinnum = 1;

    if (level.time < self->pain_debounce_time)
        return;

    self->pain_debounce_time = level.time + 3;

    if (skill->value == 3)
        return;     // no pain anims in nightmare

    n = (rand() + 1) % 2;
    if (n == 0) {
        gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &flipper_move_pain1;
    } else {
        gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &flipper_move_pain2;
    }
}

void flipper_dead(edict_t *self)
{
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, -8);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    self->nextthink = 0;
    gi.linkentity(self);
}

mframe_t flipper_frames_death [] = {
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },

    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },

    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },

    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },

    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },

    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL }
};
mmove_t flipper_move_death = {FRAME_flpdth01, FRAME_flpdth56, flipper_frames_death, flipper_dead};

void flipper_sight(edict_t *self, edict_t *other)
{
    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void flipper_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    int     n;

// check for gib
    if (self->health <= self->gib_health) {
        gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
        for (n = 0; n < 2; n++)
            ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
        for (n = 0; n < 2; n++)
            ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        ThrowHead(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        self->deadflag = DEAD_DEAD;
        return;
    }

    if (self->deadflag == DEAD_DEAD)
        return;

// regular death
    gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
    self->deadflag = DEAD_DEAD;
    self->takedamage = DAMAGE_YES;
    self->monsterinfo.currentmove = &flipper_move_death;
}

/*QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_flipper(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    sound_pain1     = gi.soundindex("flipper/flppain1.wav");
    sound_pain2     = gi.soundindex("flipper/flppain2.wav");
    sound_death     = gi.soundindex("flipper/flpdeth1.wav");
    sound_chomp     = gi.soundindex("flipper/flpatck1.wav");
    sound_attack    = gi.soundindex("flipper/flpatck2.wav");
    sound_idle      = gi.soundindex("flipper/flpidle1.wav");
    sound_search    = gi.soundindex("flipper/flpsrch1.wav");
    sound_sight     = gi.soundindex("flipper/flpsght1.wav");

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/flipper/tris.md2");
    VectorSet(self->mins, -16, -16, 0);
    VectorSet(self->maxs, 16, 16, 32);

    self->health = 50;
    self->gib_health = -30;
    self->mass = 100;

    self->pain = flipper_pain;
    self->die = flipper_die;

    self->monsterinfo.stand = flipper_stand;
    self->monsterinfo.walk = flipper_walk;
    self->monsterinfo.run = flipper_start_run;
    self->monsterinfo.melee = flipper_melee;
    self->monsterinfo.sight = flipper_sight;

    gi.linkentity(self);

    self->monsterinfo.currentmove = &flipper_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    swimmonster_start(self);
}
